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This question was closed Jul 15, 2021 at 01:06 PM by euanross400 for the following reason:

The question is answered, right answer was accepted

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Question by euanross400 · Jul 15, 2021 at 01:01 AM · animatorparameterstransitions

Animator parameters can't be changed by code and won't make animations transition when active

Hi I am trying to get a idle animation to transition into a running animation but after two tutorials the parameters won't change or work when manually changed. For the current parameter I'm trying to use I am using a bool: if (rb.velocity.magnitude > 0) { // Player is moving animator.SetBool("isRunning", true); }

If you have the answer to this please leave a comment, I must of missed something very obvious.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PlayerMovement : MonoBehaviour
 {
 
     public float moveSpeed = 5f;
     public Rigidbody2D rb;
 
     Vector2 movement;
 
     public Animator animator;
 
     float mx;
 
     // Update is called once per frame
     void Update()
     {
         //Input
         movement.x = Input.GetAxisRaw("Horizontal");
         movement.y = Input.GetAxisRaw("Vertical");
 
         if (Input.GetKeyDown("a"))
         {
             transform.localScale = new Vector3(-1f, 1f, 1f);
         }
 
         if (Input.GetKeyDown("d"))
         {
             transform.localScale = new Vector3(1f, 1f, 1f);
         }
 
         /* Fix this. This code below which seems to be correct but does not change the animator perameters
         and the perameters themselfs don't make the animation transition. */
         if (rb.velocity.magnitude > 0)
         {
             // Player is moving
             animator.SetBool("isRunning", true);
         }
 
         //animator.SetFloat("Speed");
 
         /*
         if (Mathf.Abs(mx) > 0.05)
         {
             anim.SetBool("isRunning", true);
         }
         else
         {
             anim.SetBool("isRunning", false);
         }
 
         if ("isRunning" = true)
         {
 
         }*/
     }
 
     private void FixedUpdate()
     {
         //Movement
         rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
     }
 }
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avatar image rage_co · Jul 15, 2021 at 12:46 PM 0
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try using a Debug.Log at the line where you set the parameter to true to check if it actually does...if it does....check that you don't have exit time enabled on the transition in the animation controller and that the parameter is properly setup

avatar image euanross400 rage_co · Jul 15, 2021 at 01:06 PM 0
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Thank you this helped.

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